Side note, the mod tools are three-ish patches behind so cloning the 251 IR MP would probably restore the IR Halftrack. If not, the SP is still there.
The 251 IR halftrack utilizes the SBPS / Teamweapon ext / in setup, to actually utilized the scan action. Weapon scans are pretty much a strafe ability. The centaur vet ability uses weapon scan as well. The IR Strafe functions as a weapon that deal 0 damage to hit the enemy units. The weapon scan action can apply some additional actions. It would most likely be able to apply to the t70. Just ensure there is a proper weapon tailored to it.
Profile of Angrade (Ægion)
General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence:
United States
Nationality:
United States
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence:
United StatesNationality:
United StatesPost History of Angrade (Ægion)
Thread: Sd Kfz251 - IR Halftrack. Restoring the old 'weapon_scan' 27 Sep 2020, 00:18 AM
|
Thread: 64 bit beta for coh217 Sep 2020, 17:24 PM
Will we have to download more RAM to take advantage of this??? No, but you will need to top of your elbow grease and headlight fluid. In: Lobby |
Thread: 64 bit beta for coh217 Sep 2020, 17:12 PM
Wait, was it 32 bit this whole time...? In: Lobby |
Thread: Just more Ideas8 Sep 2020, 11:37 AM
First thing that came to mind from that mortars in trenches getting extra range was: I'm gonna ruin some UKF players day. Not an easy thing to test, but it can go either way, based on scatter. Plus, I am against the mortar pit and would prefer a non doctrinal mobile mortar for UKF. As stated above, being inside the slit trench actually makes all units more vulnerable to mortars. In live anyways, two ostheer mortars are better than the mortar pit so the performance in this case remains the same. In: COH2 Balance |
Thread: Just more Ideas8 Sep 2020, 09:13 AM
This is why I made it available to all factions. I would like to test more manpower manipulations and see what the actual impacts. If it would provide alternatives to the usage of light vehicles, I would say it would be a good outcome. Also, I actually never have played CoH1 online so I have no sentimental value for it.
The Ostruppen Trenches have always been free. Additionally, I made the UKF trenches to use the CoH1 slit trenches to differentiate the two. There was a slight bug which I fix where squads with 7 models could not enter. The healing idea came about for mortar units are more vulnerable to indirect fire due to how the damage in all in hold came about and their larger surface area. Even when these trenches are free, they are really never been used. I can see them being 50 manpower, but 100 is too much in comparison with 150 manpower un-upgraded bunkers or with the 125 manpower fighting position. In: COH2 Balance |
Thread: Just more Ideas8 Sep 2020, 08:50 AM
This does include USF and UKF Medics. In: COH2 Balance |
Thread: Just more Ideas7 Sep 2020, 23:19 PM
For the Medic models, they all have this animation state. The other models, do not have the carrying state. The model that they are carried are a 'crew' like a vehicle in which most/all can be a 'crew' member. In: COH2 Balance |
Thread: Just more Ideas7 Sep 2020, 19:11 PM
Great stuff. Looks and plays really well That's actually how trenches are for the Osttruppen Doctrine in live. I think as well as the community defensive doctrine and OKW heavy fortifications. In: COH2 Balance |
Thread: Riley personal patch changes7 Sep 2020, 18:55 PM
Does it actually exist? No, that just a photo shop of a Zis/Land Mattress on top of a M3/M5. In: COH2 Gameplay |
Thread: COH2 clear symbols even though using PNG.7 Sep 2020, 18:28 PM
I am not sure how you would check it. Here is a copy of flex I use: https://drive.google.com/file/d/1EdsBOsx9Mty6ndDaNlYWvTEbXraw617P/view?usp=sharing Just unpack it, link it, and you are good to go. |
834938834198834193833694833686833685833676833643833640833636
Latest replays uploaded by Angrade (Ægion)
-
VS
WhizzBang
RpgGotMe
[SU-76M5AXIM] RED
Radagast
Burke
[HAN]G Funk Music
Manakete Vanguard
An 'orrible Cunt
Large Epic Battleby: Angrade (Ægion) map: La Gleize1-1,108 -
VS
[IG] Falkenmond
NL_Sim
Prinz
Glen Matthews
Manakete Vanguard
Capitaine Soif
[6. SS-Pz-Armee] Ogf. Dietrich
redruM - Mutti macht euch platt!
You can't be any worseby: Angrade (Ægion) map: City 172-1,487 -
VS
TANK HUNTER (PL)
Nevissue97
-2d- Quagmire
Her General Deathshead
Solovey Russia
Manakete Vanguard
2v3 winby: Angrade (Ægion) map: Lazur Factory1-968 -
VS
Cmd-Jeeps[FR]
The morning breeze
`Agion
Change My Life
Nico(Ger)
ParaTank
Rusty Shackleford
puzzleBoX
King Tiger One Shotby: Angrade (Ægion) map: Lienne Forest1-1,365 -
VS
robin_johanssen
-=SFK=-Zenturio Flomur
`Agion
SoFly
Mr Pi
Amon



I'd probably just add some manpower cost to all trenches (if there isn't any in Ur mod) in order not to spam them too mindlessly.